#include <string.h>
#include "globals.h"
#include "scene.h"
-#include "screen.h"
+#include "screen/screen.h"
#include "defines.h"
#include "world.h"
#include "level.h"
#include "tile.h"
#include "resources.h"
+#include "gameobjs.h"
+#include "camera.h"
+#include "background.h"
+#include "tilemap.h"
Surface* img_distro[4];
World* World::current_ = 0;
-World::World(const std::string& filename)
+World::World(const std::string& filename, int level_nr)
+ : level(0), tux(0), background(0), camera(0)
{
// FIXME: Move this to action and draw and everywhere else where the
// world calls child functions
current_ = this;
- level = new Level(filename);
- tux.init();
-
+ tux = new Player;
+ add_object(tux);
+
+ level = new Level;
+ camera = new Camera(tux, level);
+ add_object(camera);
+
+ if(level_nr >= 0) {
+ level->load(filename, level_nr, this);
+ } else {
+ level->load(filename, this);
+ }
+ tux->move(level->start_pos);
+
set_defaults();
- get_level()->load_gfx();
- activate_bad_guys();
+ // add background
activate_particle_systems();
- get_level()->load_song();
- apply_bonuses();
-}
-
-World::World(const std::string& subset, int level_nr)
-{
- // FIXME: Move this to action and draw and everywhere else where the
- // world calls child functions
- current_ = this;
-
- level = new Level(subset, level_nr);
- tux.init();
-
- set_defaults();
-
- get_level()->load_gfx();
- activate_bad_guys();
- activate_particle_systems();
- get_level()->load_song();
+ // add tilemap
+ add_object(new TileMap(level));
+ level->load_song();
apply_bonuses();
}
void
World::apply_bonuses()
{
- std::cout << "Bonus: " << player_status.bonus << std::endl;
-
// Apply bonuses from former levels
switch (player_status.bonus)
{
case PlayerStatus::NO_BONUS:
break;
-
+
case PlayerStatus::FLOWER_BONUS:
- tux.got_coffee = true;
+ tux->got_power = Player::FIRE_POWER; // FIXME: add ice power to here
// fall through
-
+
case PlayerStatus::GROWUP_BONUS:
- // FIXME: Move this to Player class
- tux.size = BIG;
- tux.base.height = 64;
- tux.base.y -= 32;
+ tux->grow(false);
break;
}
}
World::~World()
{
- for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
+ for (std::vector<GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i) {
delete *i;
-
+ }
+
delete level;
+
+ current_ = 0;
}
void
World::set_defaults()
{
- // Set defaults:
- scroll_x = 0;
-
player_status.score_multiplier = 1;
counting_distros = false;
}
void
-World::activate_bad_guys()
+World::add_object(GameObject* object)
{
- for (std::vector<BadGuyData>::iterator i = level->badguy_data.begin();
- i != level->badguy_data.end();
- ++i)
- {
- add_bad_guy(i->x, i->y, i->kind, i->stay_on_platform);
+ // XXX hack for now until new collision code is ready
+ BadGuy* badguy = dynamic_cast<BadGuy*> (object);
+ if(badguy)
+ bad_guys.push_back(badguy);
+ Bullet* bullet = dynamic_cast<Bullet*> (object);
+ if(bullet)
+ bullets.push_back(bullet);
+ Upgrade* upgrade = dynamic_cast<Upgrade*> (object);
+ if(upgrade)
+ upgrades.push_back(upgrade);
+ Trampoline* trampoline = dynamic_cast<Trampoline*> (object);
+ if(trampoline)
+ trampolines.push_back(trampoline);
+ FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (object);
+ if(flying_platform)
+ flying_platforms.push_back(flying_platform);
+ Background* background = dynamic_cast<Background*> (object);
+ if(background)
+ this->background = background;
+
+ gameobjects.push_back(object);
+}
+
+void
+World::parse_objects(lisp_object_t* cur)
+{
+ while(!lisp_nil_p(cur)) {
+ lisp_object_t* data = lisp_car(cur);
+ std::string object_type = lisp_symbol(lisp_car(data));
+
+ LispReader reader(lisp_cdr(data));
+
+ if(object_type == "trampoline") {
+ add_object(new Trampoline(reader));
+ }
+ else if(object_type == "flying-platform") {
+ add_object(new FlyingPlatform(reader));
}
+ else {
+ BadGuyKind kind = badguykind_from_string(object_type);
+ add_object(new BadGuy(kind, reader));
+ }
+
+ cur = lisp_cdr(cur);
+ }
}
void
{
if (level->particle_system == "clouds")
{
- particle_systems.push_back(new CloudParticleSystem);
+ add_object(new CloudParticleSystem);
}
else if (level->particle_system == "snow")
{
- particle_systems.push_back(new SnowParticleSystem);
+ add_object(new SnowParticleSystem);
}
else if (level->particle_system != "")
{
void
World::draw()
{
- int y,x;
-
- /* Draw the real background */
- if(get_level()->bkgd_image[0] != '\0')
- {
- int s = ((int)scroll_x / 2)%640;
- level->img_bkgd->draw_part(s, 0,0,0,level->img_bkgd->w - s, level->img_bkgd->h);
- level->img_bkgd->draw_part(0, 0,screen->w - s ,0,s,level->img_bkgd->h);
- }
- else
- {
- drawgradient(level->bkgd_top, level->bkgd_bottom);
- }
-
- /* Draw particle systems (background) */
- std::vector<ParticleSystem*>::iterator p;
- for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
- {
- (*p)->draw(scroll_x, 0, 0);
- }
-
- /* Draw background: */
- for (y = 0; y < 15; ++y)
- {
- for (x = 0; x < 21; ++x)
- {
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
- level->bg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
- }
- }
-
- /* Draw interactive tiles: */
- for (y = 0; y < 15; ++y)
- {
- for (x = 0; x < 21; ++x)
- {
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
- level->ia_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
- }
- }
-
- /* (Bouncy bricks): */
- for (unsigned int i = 0; i < bouncy_bricks.size(); ++i)
- bouncy_bricks[i].draw();
-
- for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
- (*i)->draw();
-
- tux.draw();
-
- for (unsigned int i = 0; i < bullets.size(); ++i)
- bullets[i].draw();
-
- for (unsigned int i = 0; i < floating_scores.size(); ++i)
- floating_scores[i].draw();
-
- for (unsigned int i = 0; i < upgrades.size(); ++i)
- upgrades[i].draw();
-
- for (unsigned int i = 0; i < bouncy_distros.size(); ++i)
- bouncy_distros[i].draw();
-
- for (unsigned int i = 0; i < broken_bricks.size(); ++i)
- broken_bricks[i].draw();
-
- /* Draw foreground: */
- for (y = 0; y < 15; ++y)
- {
- for (x = 0; x < 21; ++x)
- {
- Tile::draw(32*x - fmodf(scroll_x, 32), y * 32,
- level->fg_tiles[(int)y][(int)x + (int)(scroll_x / 32)]);
- }
- }
-
- /* Draw particle systems (foreground) */
- for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
- {
- (*p)->draw(scroll_x, 0, 1);
- }
+ /* Draw objects */
+ for(std::vector<GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end(); ++i)
+ if((*i)->is_valid())
+ (*i)->draw(context);
}
void
-World::action(double frame_ratio)
+World::action(float elapsed_time)
{
- tux.action(frame_ratio);
-
- /* Handle bouncy distros: */
- for (unsigned int i = 0; i < bouncy_distros.size(); i++)
- bouncy_distros[i].action(frame_ratio);
-
- /* Handle broken bricks: */
- for (unsigned int i = 0; i < broken_bricks.size(); i++)
- broken_bricks[i].action(frame_ratio);
-
- /* Handle distro counting: */
- if (counting_distros)
- {
- distro_counter--;
-
- if (distro_counter <= 0)
- counting_distros = -1;
- }
-
- // Handle all kinds of game objects
- for (unsigned int i = 0; i < bouncy_bricks.size(); i++)
- bouncy_bricks[i].action(frame_ratio);
-
- for (unsigned int i = 0; i < floating_scores.size(); i++)
- floating_scores[i].action(frame_ratio);
-
- for (unsigned int i = 0; i < bullets.size(); ++i)
- bullets[i].action(frame_ratio);
-
- for (unsigned int i = 0; i < upgrades.size(); i++)
- upgrades[i].action(frame_ratio);
-
- for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
- (*i)->action(frame_ratio);
-
- /* update particle systems */
- std::vector<ParticleSystem*>::iterator p;
- for(p = particle_systems.begin(); p != particle_systems.end(); ++p)
- {
- (*p)->simulate(frame_ratio);
- }
+ tux->check_bounds(context);
+
+ /* update objects (don't use iterators here, because the list might change
+ * during the iteration)
+ */
+ for(size_t i = 0; i < gameobjects.size(); ++i)
+ if(gameobjects[i]->is_valid())
+ gameobjects[i]->action(elapsed_time);
/* Handle all possible collisions. */
collision_handler();
-
- // Cleanup marked badguys
- for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end();
- /* ++i handled at end of the loop */) {
- if ((*i)->is_removable()) {
+
+ /** cleanup marked objects */
+ for(std::vector<GameObject*>::iterator i = gameobjects.begin();
+ i != gameobjects.end(); /* nothing */) {
+ if((*i)->is_valid() == false) {
+ BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+ if(badguy) {
+ bad_guys.erase(std::remove(bad_guys.begin(), bad_guys.end(), badguy),
+ bad_guys.end());
+ }
+ Bullet* bullet = dynamic_cast<Bullet*> (*i);
+ if(bullet) {
+ bullets.erase(
+ std::remove(bullets.begin(), bullets.end(), bullet),
+ bullets.end());
+ }
+ Upgrade* upgrade = dynamic_cast<Upgrade*> (*i);
+ if(upgrade) {
+ upgrades.erase(
+ std::remove(upgrades.begin(), upgrades.end(), upgrade),
+ upgrades.end());
+ }
+ Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
+ if(trampoline) {
+ trampolines.erase(
+ std::remove(trampolines.begin(), trampolines.end(), trampoline),
+ trampolines.end());
+ }
+ FlyingPlatform* flying_platform= dynamic_cast<FlyingPlatform*> (*i);
+ if(flying_platform) {
+ flying_platforms.erase(
+ std::remove(flying_platforms.begin(), flying_platforms.end(), flying_platform),
+ flying_platforms.end());
+ }
+
delete *i;
- i = bad_guys.erase(i);
+ i = gameobjects.erase(i);
} else {
++i;
}
if((*j)->dying != DYING_NOT)
continue;
- if(rectcollision(bullets[i].base, (*j)->base))
+ if(rectcollision(bullets[i]->base, (*j)->base))
{
// We have detected a collision and now call the
// collision functions of the collided objects.
- // collide with bad_guy first, since bullet_collision will
- // delete the bullet
- (*j)->collision(0, CO_BULLET);
- bullets[i].collision(CO_BADGUY);
+ (*j)->collision(bullets[i], CO_BULLET, COLLISION_NORMAL);
+ bullets[i]->collision(CO_BADGUY);
break; // bullet is invalid now, so break
}
}
}
}
- if(tux.dying != DYING_NOT) return;
+ if(tux->dying != DYING_NOT) return;
// CO_BADGUY & CO_PLAYER check
for (BadGuys::iterator i = bad_guys.begin(); i != bad_guys.end(); ++i)
if((*i)->dying != DYING_NOT)
continue;
- if(rectcollision_offset((*i)->base, tux.base, 0, 0))
+ if(rectcollision_offset((*i)->base, tux->base, 0, 0))
{
// We have detected a collision and now call the collision
// functions of the collided objects.
- if (tux.previous_base.y < tux.base.y &&
- tux.previous_base.y + tux.previous_base.height
- < (*i)->base.y + (*i)->base.height/2)
+ if (tux->previous_base.y < tux->base.y &&
+ tux->previous_base.y + tux->previous_base.height
+ < (*i)->base.y + (*i)->base.height/2
+ && !tux->invincible_timer.started())
{
- (*i)->collision(&tux, CO_PLAYER, COLLISION_SQUISH);
+ (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
}
else
{
- tux.collision(*i, CO_BADGUY);
- (*i)->collision(&tux, CO_PLAYER, COLLISION_NORMAL);
+ tux->collision(*i, CO_BADGUY);
+ (*i)->collision(tux, CO_PLAYER, COLLISION_NORMAL);
}
}
}
// CO_UPGRADE & CO_PLAYER check
for(unsigned int i = 0; i < upgrades.size(); ++i)
{
- if(rectcollision(upgrades[i].base, tux.base))
+ if(rectcollision(upgrades[i]->base, tux->base))
{
// We have detected a collision and now call the collision
// functions of the collided objects.
- upgrades[i].collision(&tux, CO_PLAYER);
+ upgrades[i]->collision(tux, CO_PLAYER, COLLISION_NORMAL);
}
}
+
+ // CO_TRAMPOLINE & (CO_PLAYER or CO_BADGUY)
+ for (Trampolines::iterator i = trampolines.begin(); i != trampolines.end(); ++i)
+ {
+ if (rectcollision((*i)->base, tux->base))
+ {
+ if (tux->previous_base.y < tux->base.y &&
+ tux->previous_base.y + tux->previous_base.height
+ < (*i)->base.y + (*i)->base.height/2)
+ {
+ (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
+ }
+ else if (tux->previous_base.y <= tux->base.y)
+ {
+ tux->collision(*i, CO_TRAMPOLINE);
+ (*i)->collision(tux, CO_PLAYER, COLLISION_NORMAL);
+ }
+ }
+ }
+
+ // CO_FLYING_PLATFORM & (CO_PLAYER or CO_BADGUY)
+ for (FlyingPlatforms::iterator i = flying_platforms.begin(); i != flying_platforms.end(); ++i)
+ {
+ if (rectcollision((*i)->base, tux->base))
+ {
+ if (tux->previous_base.y < tux->base.y &&
+ tux->previous_base.y + tux->previous_base.height
+ < (*i)->base.y + (*i)->base.height/2)
+ {
+ (*i)->collision(tux, CO_PLAYER, COLLISION_SQUISH);
+ tux->collision(*i, CO_FLYING_PLATFORM);
+ }
+/* else if (tux->previous_base.y <= tux->base.y)
+ {
+ }*/
+ }
+ }
}
void
-World::add_score(float x, float y, int s)
+World::add_score(const Vector& pos, int s)
{
player_status.score += s;
- FloatingScore new_floating_score;
- new_floating_score.init(x,y,s);
- floating_scores.push_back(new_floating_score);
+ add_object(new FloatingScore(pos, s));
}
void
-World::add_bouncy_distro(float x, float y)
+World::add_bouncy_distro(const Vector& pos)
{
- BouncyDistro new_bouncy_distro;
- new_bouncy_distro.init(x,y);
- bouncy_distros.push_back(new_bouncy_distro);
+ add_object(new BouncyDistro(pos));
}
void
-World::add_broken_brick(Tile* tile, float x, float y)
+World::add_broken_brick(const Vector& pos, Tile* tile)
{
- add_broken_brick_piece(tile, x, y, -1, -4);
- add_broken_brick_piece(tile, x, y + 16, -1.5, -3);
+ add_broken_brick_piece(pos, Vector(-1, -4), tile);
+ add_broken_brick_piece(pos + Vector(0, 16), Vector(-1.5, -3), tile);
- add_broken_brick_piece(tile, x + 16, y, 1, -4);
- add_broken_brick_piece(tile, x + 16, y + 16, 1.5, -3);
+ add_broken_brick_piece(pos + Vector(16, 0), Vector(1, -4), tile);
+ add_broken_brick_piece(pos + Vector(16, 16), Vector(1.5, -3), tile);
}
void
-World::add_broken_brick_piece(Tile* tile, float x, float y, float xm, float ym)
+World::add_broken_brick_piece(const Vector& pos, const Vector& movement,
+ Tile* tile)
{
- BrokenBrick new_broken_brick;
- new_broken_brick.init(tile, x, y, xm, ym);
- broken_bricks.push_back(new_broken_brick);
+ add_object(new BrokenBrick(tile, pos, movement));
}
void
-World::add_bouncy_brick(float x, float y)
+World::add_bouncy_brick(const Vector& pos)
{
- BouncyBrick new_bouncy_brick;
- new_bouncy_brick.init(x,y);
- bouncy_bricks.push_back(new_bouncy_brick);
+ add_object(new BouncyBrick(pos));
}
BadGuy*
-World::add_bad_guy(float x, float y, BadGuyKind kind, bool stay_on_platform)
+World::add_bad_guy(float x, float y, BadGuyKind kind)
{
- BadGuy* badguy = new BadGuy(x,y,kind, stay_on_platform);
- bad_guys.push_back(badguy);
+ BadGuy* badguy = new BadGuy(kind, x, y);
+ add_object(badguy);
return badguy;
}
void
-World::add_upgrade(float x, float y, Direction dir, UpgradeKind kind)
+World::add_upgrade(const Vector& pos, Direction dir, UpgradeKind kind)
{
- Upgrade new_upgrade;
- new_upgrade.init(x,y,dir,kind);
- upgrades.push_back(new_upgrade);
+ add_object(new Upgrade(pos, dir, kind));
}
-void
-World::add_bullet(float x, float y, float xm, Direction dir)
+bool
+World::add_bullet(const Vector& pos, float xm, Direction dir)
{
- if(bullets.size() > MAX_BULLETS-1)
- return;
+ if(tux->got_power == Player::FIRE_POWER)
+ {
+ if(bullets.size() > MAX_FIRE_BULLETS-1)
+ return false;
+ }
+ else if(tux->got_power == Player::ICE_POWER)
+ {
+ if(bullets.size() > MAX_ICE_BULLETS-1)
+ return false;
+ }
- Bullet new_bullet;
- new_bullet.init(x,y,xm,dir);
- bullets.push_back(new_bullet);
+ Bullet* new_bullet = 0;
+ if(tux->got_power == Player::FIRE_POWER)
+ new_bullet = new Bullet(pos, xm, dir, FIRE_BULLET);
+ else if(tux->got_power == Player::ICE_POWER)
+ new_bullet = new Bullet(pos, xm, dir, ICE_BULLET);
+ else
+ st_abort("wrong bullet type.", "");
+ add_object(new_bullet);
play_sound(sounds[SND_SHOOT], SOUND_CENTER_SPEAKER);
+
+ return true;
}
void
}
/* Break a brick: */
-void
+bool
World::trybreakbrick(float x, float y, bool small)
{
Level* plevel = get_level();
Tile* tile = gettile(x, y);
- if (tile->brick)
+ if (tile->attributes & Tile::BRICK)
{
if (tile->data > 0)
{
/* Get a distro from it: */
- add_bouncy_distro(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
+ add_bouncy_distro(
+ Vector(((int)(x + 1) / 32) * 32, (int)(y / 32) * 32));
+ // TODO: don't handle this in a global way but per-tile...
if (!counting_distros)
{
counting_distros = true;
- distro_counter = 50;
+ distro_counter = 5;
+ }
+ else
+ {
+ distro_counter--;
}
if (distro_counter <= 0)
- plevel->change(x, y, TM_IA, tile->next_tile);
+ {
+ counting_distros = false;
+ plevel->change(x, y, TM_IA, tile->next_tile);
+ }
play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
player_status.score = player_status.score + SCORE_DISTRO;
player_status.distros++;
+ return true;
}
else if (!small)
{
plevel->change(x, y, TM_IA, tile->next_tile);
/* Replace it with broken bits: */
- add_broken_brick(tile,
+ add_broken_brick(Vector(
((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
+ (int)(y / 32) * 32), tile);
/* Get some score: */
play_sound(sounds[SND_BRICK], SOUND_CENTER_SPEAKER);
player_status.score = player_status.score + SCORE_BRICK;
+
+ return true;
}
}
+
+ return false;
}
/* Empty a box: */
World::tryemptybox(float x, float y, Direction col_side)
{
Tile* tile = gettile(x,y);
- if (!tile->fullbox)
+ if (!(tile->attributes & Tile::FULLBOX))
return;
// according to the collision side, set the upgrade direction
switch(tile->data)
{
case 1: // Box with a distro!
- add_bouncy_distro(posx, posy);
+ add_bouncy_distro(Vector(posx, posy));
play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
player_status.score = player_status.score + SCORE_DISTRO;
player_status.distros++;
break;
- case 2: // Add an upgrade!
- if (tux.size == SMALL) /* Tux is small, add mints! */
- add_upgrade(posx, posy, col_side, UPGRADE_GROWUP);
+ case 2: // Add a fire flower upgrade!
+ if (tux->size == SMALL) /* Tux is small, add mints! */
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
+ else /* Tux is big, add a fireflower: */
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_FIREFLOWER);
+ play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
+ break;
+
+ case 5: // Add an ice flower upgrade!
+ if (tux->size == SMALL) /* Tux is small, add mints! */
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_GROWUP);
else /* Tux is big, add an iceflower: */
- add_upgrade(posx, posy, col_side, UPGRADE_ICEFLOWER);
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_ICEFLOWER);
play_sound(sounds[SND_UPGRADE], SOUND_CENTER_SPEAKER);
break;
case 3: // Add a golden herring
- add_upgrade(posx, posy, col_side, UPGRADE_HERRING);
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_HERRING);
break;
case 4: // Add a 1up extra
- add_upgrade(posx, posy, col_side, UPGRADE_1UP);
+ add_upgrade(Vector(posx, posy), col_side, UPGRADE_1UP);
break;
default:
break;
World::trygrabdistro(float x, float y, int bounciness)
{
Tile* tile = gettile(x, y);
- if (tile && tile->distro)
+ if (tile && (tile->attributes & Tile::COIN))
{
level->change(x, y, TM_IA, tile->next_tile);
play_sound(sounds[SND_DISTRO], SOUND_CENTER_SPEAKER);
if (bounciness == BOUNCE)
{
- add_bouncy_distro(((int)(x + 1) / 32) * 32,
- (int)(y / 32) * 32);
+ add_bouncy_distro(Vector(((int)(x + 1) / 32) * 32,
+ (int)(y / 32) * 32));
}
player_status.score = player_status.score + SCORE_DISTRO;
if ((*i)->base.x >= x - 32 && (*i)->base.x <= x + 32 &&
(*i)->base.y >= y - 16 && (*i)->base.y <= y + 16)
{
- (*i)->collision(&tux, CO_PLAYER, COLLISION_BUMP);
+ (*i)->collision(tux, CO_PLAYER, COLLISION_BUMP);
}
}
// Upgrades:
for (unsigned int i = 0; i < upgrades.size(); i++)
{
- if (upgrades[i].base.height == 32 &&
- upgrades[i].base.x >= x - 32 && upgrades[i].base.x <= x + 32 &&
- upgrades[i].base.y >= y - 16 && upgrades[i].base.y <= y + 16)
+ if (upgrades[i]->base.height == 32 &&
+ upgrades[i]->base.x >= x - 32 && upgrades[i]->base.x <= x + 32 &&
+ upgrades[i]->base.y >= y - 16 && upgrades[i]->base.y <= y + 16)
{
- upgrades[i].base.xm = -upgrades[i].base.xm;
- upgrades[i].base.ym = -8;
- play_sound(sounds[SND_BUMP_UPGRADE], SOUND_CENTER_SPEAKER);
+ upgrades[i]->collision(tux, CO_PLAYER, COLLISION_BUMP);
}
}
}